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entity_manager.py
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398 lines (336 loc) · 15.1 KB
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"""
Entity Management Module
This module provides a generic CRUD interface for managing different entities
(characters, locations, items) with unified UI logic.
"""
from ui_utils import ui
from project_data_manager import project_data_manager
from llm_service import llm_service
def _extract_entity_name(raw_input: str) -> str:
"""Best-effort extraction of an entity name from user-provided text."""
if not raw_input:
return ""
# Try basic JSON-like patterns first.
import re
name_match = re.search(r'"name"\s*:\s*"([^"]+)"', raw_input)
if name_match:
return name_match.group(1).strip()
# Fallback: take first comma/colon separated token.
parts = re.split(r'[,:\n]', raw_input, maxsplit=1)
if parts:
candidate = parts[0].strip().strip('"')
return candidate
return raw_input.strip()
class EntityConfig:
"""实体配置类,定义不同实体的配置信息"""
def __init__(self, name, plural_name, data_key,
reader_func, adder_func, updater_func, deleter_func,
generator_func, description_key="description"):
self.name = name # 实体中文名(如"角色")
self.plural_name = plural_name # 复数形式(如"角色")
self.data_key = data_key # 数据文件键名(如"characters")
self.reader_func = reader_func # 读取函数
self.adder_func = adder_func # 添加函数
self.updater_func = updater_func # 更新函数
self.deleter_func = deleter_func # 删除函数
self.generator_func = generator_func # AI生成函数
self.description_key = description_key # 描述字段键名
# 预定义实体配置
def get_entity_configs(data_manager_instance=None):
"""获取实体配置,使用当前活动的项目数据管理器"""
if data_manager_instance:
data_manager = data_manager_instance
else:
data_manager = project_data_manager.get_data_manager()
return {
"characters": EntityConfig(
name="角色",
plural_name="角色",
data_key="characters",
reader_func=data_manager.read_characters,
adder_func=data_manager.add_character,
updater_func=data_manager.update_character,
deleter_func=data_manager.delete_character,
generator_func=llm_service.generate_character_description
),
"locations": EntityConfig(
name="场景",
plural_name="场景",
data_key="locations",
reader_func=data_manager.read_locations,
adder_func=data_manager.add_location,
updater_func=data_manager.update_location,
deleter_func=data_manager.delete_location,
generator_func=llm_service.generate_location_description
),
"items": EntityConfig(
name="道具",
plural_name="道具",
data_key="items",
reader_func=data_manager.read_items,
adder_func=data_manager.add_item,
updater_func=data_manager.update_item,
deleter_func=data_manager.delete_item,
generator_func=llm_service.generate_item_description
)
}
class EntityManager:
"""通用实体管理器"""
def __init__(self, entity_config):
self.config = entity_config
def handle_entity_management(self):
"""处理实体管理的主循环"""
while True:
# 每次循环重新读取数据
entities_data = self.config.reader_func()
# 显示当前实体列表
self._display_entity_list(entities_data)
# 获取操作选项
choices = self._get_menu_choices(entities_data)
action = ui.display_menu("请选择您要进行的操作:", choices)
if action is None or action == "0":
break
if len(choices) > 2: # 当有实体数据时
if action == "1":
self._add_entity()
elif action == "2":
self._view_entity()
elif action == "3":
self._edit_entity()
elif action == "4":
self._delete_entity()
elif action == "0":
break
else: # 当没有实体数据时
if action == "1":
self._add_entity()
elif action == "0":
break
def _display_entity_list(self, entities_data):
"""显示实体列表"""
if entities_data:
print(f"\n--- 当前{self.config.plural_name}列表 ---")
for i, (entity_name, entity_info) in enumerate(entities_data.items(), 1):
description = entity_info.get(self.config.description_key, '无描述')
truncated_desc = description[:50] + ('...' if len(description) > 50 else '')
print(f"{i}. {entity_name}: {truncated_desc}")
print("------------------------\n")
else:
print(f"\n当前没有{self.config.plural_name}信息。\n")
def _get_menu_choices(self, entities_data):
"""获取菜单选项"""
if entities_data:
return [
f"添加新{self.config.name}",
f"查看{self.config.name}详情",
f"修改{self.config.name}信息",
f"删除{self.config.name}",
"返回上级菜单"
]
else:
return [
f"添加新{self.config.name}",
"返回上级菜单"
]
def _add_entity(self):
"""添加新实体"""
print(f"\n--- 添加新{self.config.name} ---")
print(f"请输入{self.config.name}信息(可以是名称、JSON格式、或任何描述)")
print(f"AI会自动理解您的输入并生成标准的{self.config.name}描述。")
user_input = ui.prompt(f"请输入{self.config.name}信息:", multiline=True)
if not user_input or not user_input.strip():
print(f"{self.config.name}信息不能为空。\n")
return
user_input = user_input.strip()
entity_display_name = _extract_entity_name(user_input)
# 构造给LLM的提示词,让LLM自己解析输入并返回标准格式
llm_prompt = f"""用户想要创建一个{self.config.name},提供的信息如下:
{user_input}
请基于这些信息生成{self.config.name}描述。如果用户提供了JSON格式或结构化信息,请解析其中的内容。
如果只提供了名称,请基于名称创造合适的{self.config.name}描述。
请按以下JSON格式返回:
{{
"name": "{self.config.name}名称",
"description": "详细的{self.config.name}描述"
}}"""
print(f"正在调用 AI 解析并生成{self.config.name}信息,请稍候...")
# 使用JSON请求方法获取结构化结果
if hasattr(self.config, 'json_generator_func'):
ai_result = self.config.json_generator_func(llm_prompt)
else:
# 临时使用字符描述生成器
# 获取项目上下文信息
from project_data_manager import project_data_manager
data_manager = project_data_manager.get_data_manager()
theme_data = data_manager.read_theme_one_line()
if isinstance(theme_data, dict):
one_line_theme = theme_data.get("theme", "")
else:
one_line_theme = theme_data or ""
story_context = data_manager.read_theme_paragraph() or ""
canon_content = data_manager.get_canon_content() or ""
ai_response = self.config.generator_func(
entity_display_name,
llm_prompt,
one_line_theme,
story_context,
canon_content
)
if not ai_response:
print("AI生成失败,请稍后重试。")
return
# 尝试从响应中提取JSON
import json
import re
try:
# 尝试提取JSON
json_match = re.search(r'\{.*\}', ai_response, re.DOTALL)
if json_match:
ai_result = json.loads(json_match.group(0))
else:
entity_name = entity_display_name or _extract_entity_name(user_input)
ai_result = {"name": entity_name, "description": ai_response}
except:
entity_name = entity_display_name or _extract_entity_name(user_input)
ai_result = {"name": entity_name, "description": ai_response}
if not ai_result:
print("AI生成失败,请稍后重试。")
return
# 提取角色名称和描述
entity_name = (ai_result.get("name") or entity_display_name or _extract_entity_name(user_input) or "未知").strip()
generated_description = ai_result.get("description", "").strip()
if not entity_name or not generated_description:
print("AI返回的数据格式不完整,请重试。")
return
# 检查是否已存在
entities_data = self.config.reader_func()
if entity_name in entities_data:
print(f"{self.config.name} '{entity_name}' 已存在。\n")
return
print(f"\n--- AI 生成的{self.config.name}:{entity_name} ---")
print(generated_description)
print("------------------------\n")
# 提供操作选项
action = ui.display_menu("请选择您要进行的操作:", [
"接受并保存",
"修改后保存",
"放弃此次生成"
])
if action is None or action == "3":
print("已放弃此次生成。\n")
return
elif action == "1":
# 直接保存
if self.config.adder_func(entity_name, generated_description):
print(f"✅ {self.config.name} '{entity_name}' 已保存。\n")
else:
print(f"保存{self.config.name}时出错。\n")
elif action == "2":
# 修改后保存
edited_description = ui.prompt(
f"请修改{self.config.name}描述:",
default=generated_description,
multiline=True
)
if edited_description and edited_description.strip():
if self.config.adder_func(entity_name, edited_description):
print(f"✅ {self.config.name} '{entity_name}' 已保存。\n")
else:
print(f"保存{self.config.name}时出错。\n")
else:
print("操作已取消或内容为空,未保存。\n")
def _view_entity(self):
"""查看实体详情"""
entities_data = self.config.reader_func()
if not entities_data:
print(f"\n当前没有{self.config.plural_name}信息。\n")
return
entity_names = list(entities_data.keys())
# 添加返回选项
entity_names.append("返回上级菜单")
choice = ui.display_menu(
f"请选择要查看的{self.config.name}:",
entity_names
)
if choice == "0":
return
if choice and choice.isdigit():
choice_idx = int(choice) - 1
if 0 <= choice_idx < len(entity_names) - 1: # 减1是因为要排除返回选项
entity_name = entity_names[choice_idx]
entity_info = entities_data[entity_name]
print(f"\n--- {self.config.name}详情:{entity_name} ---")
print(entity_info.get(self.config.description_key, '无描述'))
print("------------------------\n")
ui.pause()
def _edit_entity(self):
"""编辑实体信息"""
entities_data = self.config.reader_func()
if not entities_data:
print(f"当前没有{self.config.plural_name}信息,无法编辑。\n")
return
entity_name = ui.prompt(f"请输入要编辑的{self.config.name}的名称:")
if not entity_name or not entity_name.strip():
print("名称不能为空。\n")
return
entity_name = entity_name.strip()
if entity_name not in entities_data:
print(f"{self.config.name} '{entity_name}' 不存在。\n")
return
current_description = entities_data[entity_name].get(self.config.description_key, '')
print(f"\n--- 当前{self.config.name}:{entity_name} ---")
print(current_description)
print("------------------------\n")
edited_description = ui.prompt(
f"请修改{self.config.name}描述:",
default=current_description,
multiline=True
)
if edited_description and edited_description.strip() and edited_description != current_description:
if self.config.updater_func(entity_name, edited_description):
print(f"✅ {self.config.name} '{entity_name}' 已更新。\n")
else:
print(f"更新{self.config.name}时出错。\n")
elif edited_description is None:
print("操作已取消。\n")
else:
print("内容未更改。\n")
def _delete_entity(self):
"""删除实体"""
entities_data = self.config.reader_func()
if not entities_data:
print(f"\n当前没有{self.config.plural_name}信息可删除。\n")
return
entity_names = list(entities_data.keys())
# 添加返回选项
entity_names.append("返回上级菜单")
entity_name = ui.display_menu(
f"请选择要删除的{self.config.name}:",
entity_names
)
if not entity_name or entity_name == "返回上级菜单":
return
confirm = ui.confirm(f"确定要删除{self.config.name} '{entity_name}' 吗?")
if confirm:
if self.config.deleter_func(entity_name):
print(f"{self.config.name} '{entity_name}' 已删除。\n")
else:
print(f"删除{self.config.name}时出错。\n")
else:
print("操作已取消。\n")
# 提供便捷的接口函数
def handle_characters():
"""处理角色管理"""
entity_configs = get_entity_configs()
character_manager = EntityManager(entity_configs["characters"])
character_manager.handle_entity_management()
def handle_locations():
"""处理场景管理"""
entity_configs = get_entity_configs()
location_manager = EntityManager(entity_configs["locations"])
location_manager.handle_entity_management()
def handle_items():
"""处理道具管理"""
entity_configs = get_entity_configs()
item_manager = EntityManager(entity_configs["items"])
item_manager.handle_entity_management()